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Online Gaming Addiction among BSIT Students of Leyte Normal University

Philippines its Implications towards Academic Performance

Rommel L. Verecio
rlverecio@lnu.edu.ph
Leyte Normal University, Tacloban City, Philippines
ORCID ID 0000-0003-2671-9251

Abstract

Objectives: Online games have gained increased popularity over the last decade.
Despite the many positives of gaming, alleged problems relating to this have
emerged, more specifically about addiction among players. The negative impact
of online games has received much attention. Thus, this study is conducted to
determine the implications of playing online games towards academic
performance. Methods: The descriptive survey method which involved a
questionnaire, interviews, and observations were employed. One hundred thirty-
nine (139) students currently enrolled during the first semester of the school year
2017-2018 served as respondents. Findings: It showed that the majority of the
students expressed that the implications of playing online games in their academic
performance are “I cannot focus on my studies” having (49.61%; n=69).
Applications/Improvements: Results of the study would serve as inputs to the
Leyte Normal University, Tacloban City in crafting policy measures that would
benefit its stakeholders.

Keywords: Online Games, Computer Gaming Addictions, BSIT, LNU

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1. Introduction

Modernization had taken its toll on countries especially in a growing country


like the Philippines as observed with the rise in the use of the Internet. The Internet
acts not only an entertainment tool but also an essential professional resource for
work, communication, as well as education. For some, they use the Internet as
one of the most fabulous creations that give everyone in the world instant access
to an endless supply of knowledge. While others use the Internet to have unlimited
access to entertainment, watching videos, movies, listen to music, and even play
games online.
The Internet is a means of connecting a computer to any other network in
many parts of the globe via dedicated routers and servers. When two computers
connected to the Internet, they can send and receive all kinds of information such
as text, graphics, voice, video, and computer programs. This modern technology
has a significant impact on the lives of people especially the millennials and one
example is online games. Online gaming can refer to any game that someone can
play through the internet or over a computer network. Most of the time, online
gaming applies to video games played over the internet, where multiple players
are in different locations around the world. As such, online games are freeware
programs that can be used for an unlimited time and are available for free. Most
percentage of web games available nowadays is written in Flash, Shockwave and
Java languages. Because of that, they feature more primitive gameplay than
downloadable games.
Having an online gaming experience typically requires a high-speed internet
connection. Proper hardware will be needed whether it’s a computer or a gaming
console, such as Xbox or Play station that’s connected to the internet. Some online
games need a specific piece of controlling hardware such as a joystick or a game
controller, but these days, gaming technology has progressed to an extreme
extent. Things like streaming 3-D animation graphics with superb surround sound
stereo now can make all addicted to gaming. Regarding video games, online
gaming is growing in popularity for a variety of reasons. Gamers can easily find
opponents of a similar skill level when playing a head-to-head game over the
internet. Players also can compete in massively multiplayer games, where dozens
of players play an ongoing game in a virtual world. Some online games change a
monthly fee for access to video game software.
Moreover, despite its inherent advantages, the Internet also has its
drawbacks. Increasing numbers of individuals are getting hooked on this
technology and even to the point of being addicted. Thus, it is on this premise that
this study conducted among BS Information Technology Students of Leyte Normal
University, Tacloban City during the second semester of the academic year 2017-
2018 to determine its implications towards academic performance.

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Theoretical Framework

In online games, continuous scoring, promotion, immediate feedback, and


achievement of self-satisfaction have become the channels for upgrading
individual self-esteem of the Internet generation. Computer games provide various
means for the users to express themselves, to explore the world and seek self-
recognition. The Internet, which possesses anonymous and diverse
characteristics, is an essential channel for expanding friendship and finding
belonging. The above statements and research findings indicated that online
games might offer positive and optimal experience to the players. However,
excessive flowing in this optimal experience might result in an adverse outcome.
This paradox is worthwhile for intense exploration.
This study anchored on Flow theory which refers to as the "Psychology of
Optimal Experience" and applied to the behavior of Internet usage and e-
commerce by some research. The experiences described by flow states on the
challenge encounter and adequate skill, objective and immediate feedback, a
combination of action and consciousness, concentration, sense of control,
curiosity, loss of self-awareness, purposeful experience, and personal interests
are the states which can be experienced and accomplished by online games. In
the study of Hwang, he explored college students’ Internet usage behavior in
Taiwan through flow theory and found out that under general situations, the users
would experience flow state when using the Internet. The more the users since the
premise aspects of flow, the more they will realize the flow experience of the
Internet. Hence, they are more likely to proceed with related exploring behaviors
(Hwang, 2000). Another study conducted by Choi and Kim found that people
continue to play online games if they have an optimal experience because the flow
state had an impact on consumer loyalty (Choi and Kim, 2004). Consequently, the
optimal experience of online games relatively complies with the psychological state
of flow theory. Furthermore, once the users are more addictive to online games,
they would exclusively focus upon seeking flow experience.

Objectives of the Study


This study was conducted to determine its implications towards academic
performance when playing online games among BSIT students of Leyte Normal
University, Tacloban City, Philippines.
This study would answer the following questions:
1. What is the respondents’ profile in terms of:
1.1 age;
1.2 gender;
1.3 year level;
1.4 preferred Time to Play an online game;
1.5 online games commonly played
1.6 no. of hours spent playing the online game;
2. What are the possible reasons for playing online games?
3. What are its implications when addicted to online game addiction towards
academic performance?

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4. What inputs for recommendations can be derived based on the findings of
the study?

2. Methodology
Research Design
The study employed a descriptive method using a questionnaire as its data
gathering tool to determine the reasons for playing online computer games and its
implications towards academic performance.

Research Procedure
The researcher request permission from the head of the agency of the Leyte
Normal University, Tacloban City for the determination of respondents that will be
involved directly in the study and distribution of the questionnaires.

Respondents of the Study


There are 323 students officially enrolled in the program BS Information
Technology where the researcher consider as respondents. However, there were
only 139 who participated in the actual survey which is almost 43.03 percent of the
entire population. Such students were enrolled during the first semester of the
school year 2017-2018 of the Leyte Normal University, Tacloban City.

Data Gathering Instruments


Survey questionnaires as its main instrument to gather data. It consists two
parts; the first part was the demographic profile of the respondents while the
second part focused on the emotional signs or symptoms towards online gaming
addiction, its effects to physical health, psychological health and academic
performance. The researcher conducts a personal distribution of questionnaires to
respondents giving them enough time to think about the questions as enumerated
in the instrument, thus producing more accurate information period.

Statistical Treatment of Data


Using Excel software application, responses from questionnaires was
encoded. The researcher also used the Statistical Package for Social Sciences
(SPSS) software – descriptive statistics (frequency counts and percentages) for its
analysis.

3. Result and Discussion


This section presents the profile of respondents, preferred time playing an
online game, the total number of hours playing online games, reasons for playing
online games and its implication of playing online games towards academic
performance.

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Table 1 as shown are the profile of the BSIT students.

Age. The most number of respondents were 19-20 years old (62.60%;
n=87), came next is 22 -22 years old (15.10%, n=21), this was followed with 17-18
years old (10.80%, n=15), while 25 and above years old represent the smallest
portion of the sample (2.10%, n=3).
Gender. The data showed that female respondents dominate having
(50.40%; n=70) and male which has (49.60%; n=69) from 139 respondents.

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Year Level. The data disclosed that most respondents were on the third
year level having (41.00%; n=57), fourth year level (33.10%; n=46), second-year
level (16.50%; n=23) and the smallest is in the first year level (9.40%; n=13).
Figure 1 Preferred Time Playing Online Game

The figure above disclosed that majority of the students preferred to play
online games between 5 pm – 10 pm having (54.7%; n=76), came next was
followed from 12nn – 5 pm having (23.7%; n=23) while the least is between
3 am – 8 am having (7.9%; n=11).

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Figure 2 Online Games Commonly Played

The data disclosed that majority of the students played Clash of Clans
having (37.4%; n=52), came next was the Defense of the Ancient (DOTA) having
(28.1%; n=39) while the least online games played is Eve Online having (0.7%;
n=1).

Figure 3 Total No. of Hrs. Playing Online Games

The graph revealed that majority of the students devote playing online
games from 1-3 hrs. in a day having (77.7%; n=108), came next was 3 -5 hours a
day having (10.8%; n=1) while the least is 11 hrs. and above in a day having (0.7%;
n=1).

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Figure 4 Reasons for Playing Online Games

The data reveals that majority of the students played an online game
because of Entertainment having (51.1%; n=71), came next was Stress Relief
having (49.6%; n=69) while the third is Boredom having (46.8%; n=65).

Figure 5 Implications of Playing Online Games towards Academic


Performance
The data reveals that majority of the students expressed that the
implications of playing online games in their academic performance is “I cannot
focus on my studies” having (49.61%; n=69), came next was “I cannot do my
assignment” having (41.7%; n=58) while the least is “I am absent in class” having
(11.5%; n=16).
4. Conclusions

The game is one of the technologies worthy of attention by industry right


now were developer can get so many advantages, but game addiction indeed is a
lousy addict and still be a strange problem. It can make parents and other
stakeholders such as university worry about its effects on students’ academic
performance. Game addiction can attack anyone, no matter teens or adult.

5. Recommendations

The researcher formulated the following recommendations based on the


findings and conclusion drawn:
1. Parents or guardians of students currently studying should be aware of
the effects of playing online games and should regulate their children’s
time on it. They must discipline their children so that students can
perform satisfactorily in their studies.

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2. The university must come-up policies and programs to closely monitor
students who are addicted to playing online games.
3. Students must think that games are only a form of recreation. Therefore
it should not be given much priority over higher and more realistic
priorities such as their studies.

6. References
1. Hwang, C.H. (2000). Internet usage of Taiwan’s College students: the flow
theory perspective [Master’s thesis]. Taiwan: National Chiao Tung
University.
2. Choi, D., and Kim, J. (2004). Why people continue to play online games: In
search of critical design factors to increase customers loyalty to online
contents. CyberPsychology & Behavior 7:11–24
3. Conrad, Brent. (n.d.). Computer Game Addiction - Symptoms, Treatment,
& FAQs. Retrieved from
http://www.techaddiction.ca/computer_game_addiction.html

4. Miller, Tracy (2013). Video Game Addiction and other Internet Compulsive
Disorders Mask Depression, Anxiety, Learning Disabilities. Paper
presented on New York Daily News. Retrieved from
http://www.nydailynews.com/life-style/health/kids-addicted-video-games-
violent-experts-article-1.1298338
5. Young, Kimberly (2009). Understanding Online Gaming Addiction and
Treatment Issues for Adolescents. The Center for Internet Addiction
Recovery, Bradford, Pennsylvania, USA

6. Suler, J. (1998). Adolescence in Cyberspace. Retrieved from


http://www.rider.edu/suler/psycyber/adoles.html

7. Suler, J. (2000). Identity Management in Cyberspace. Retrieved from


http://www.rider.edu/suler/psycyber/identitymanage.html

8. Lo, S.K., Wang, C.C., and Fang, W.C. (2005). Physical, interpersonal
relationships and social anxiety among online game players.
CyberPsychology & Behavior 8:15–20.
9. Chen, H., Wigand, T.R., and Nilan, S.M. (1999). Optimal experience in web
activities. Computers in Human Behavior 15:585–608.
10. Ghani, A.J., and Deshpande, P.S. (1994). Task characteristics and the
experience of optimal flow in human-computer interaction. Journal of
Psychology 128:381–391.
11. Hoffman, D., and Novak, P.T. (1997). A new marketing paradigm for
electronic commerce. Information Society: Special Issues on Electronic
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12. Trevino, K.L., and Webster, J. (1992). Flow in computer-mediated
communication. Communication Research 19:539–573.

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13. Webster, J., Trevino, K.L., and Ryan, L. (1993). The dimensionality and
correlates of flow in human-computer interactions. Computers in Human
Behavior 9: 411–426.
14. Csikszentmihalyi, M. (1997). Finding Flow: The Psychology of Engagement
with Everyday Life. New York: Basic Books.

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